LightGridLLReduction.bsl 2.9 KB

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  1. #include "$ENGINE$\PerCameraData.bslinc"
  2. #include "$ENGINE$\LightGridCommon.bslinc"
  3. technique LightGridLLReduction
  4. {
  5. mixin PerCameraData;
  6. mixin LightGridCommon;
  7. code
  8. {
  9. Buffer<uint> gLightsLLHeads;
  10. Buffer<uint4> gLightsLL;
  11. Buffer<uint> gProbesLLHeads;
  12. Buffer<uint2> gProbesLL;
  13. [layout(r32ui)]
  14. RWBuffer<uint> gGridDataCounter;
  15. RWBuffer<uint4> gGridLightOffsetAndSize;
  16. RWBuffer<uint> gGridLightIndices;
  17. RWBuffer<uint2> gGridProbeOffsetAndSize;
  18. RWBuffer<uint> gGridProbeIndices;
  19. [numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, THREADGROUP_SIZE)]
  20. void csmain(
  21. uint3 groupId : SV_GroupID,
  22. uint3 groupThreadId : SV_GroupThreadID,
  23. uint3 dispatchThreadId : SV_DispatchThreadID)
  24. {
  25. // Ignore pixels out of valid range
  26. if (any(dispatchThreadId.xy >= gGridSize.xy))
  27. return;
  28. uint maxNumLinks = gNumCells * gMaxNumLightsPerCell;
  29. uint cellIdx = (dispatchThreadId.z * gGridSize.y + dispatchThreadId.y) * gGridSize.x + dispatchThreadId.x;
  30. // Reduce lights
  31. //// First count total number of lights affecting the tile
  32. uint currentIdx = gLightsLLHeads[cellIdx];
  33. uint numRadialLights = 0;
  34. uint numSpotLights = 0;
  35. while(currentIdx != 0xFFFFFFFF)
  36. {
  37. uint4 entry = gLightsLL[currentIdx];
  38. if(entry.y == 1) // Radial
  39. numRadialLights++;
  40. else // Spot
  41. numSpotLights++;
  42. currentIdx = entry.z;
  43. }
  44. //// Allocate enough room and remember the offset to indices
  45. uint numLights = numRadialLights + numSpotLights;
  46. uint indicesStart;
  47. InterlockedAdd(gGridDataCounter[0], numLights, indicesStart);
  48. gGridLightOffsetAndSize[cellIdx] = uint4(indicesStart, numRadialLights, numSpotLights, 0);
  49. //// Actually write light indices (reverse order, so that radial lights come first, as is the convention)
  50. currentIdx = gLightsLLHeads[cellIdx];
  51. uint lightIdx = 0;
  52. while(currentIdx != 0xFFFFFFFF)
  53. {
  54. uint4 entry = gLightsLL[currentIdx];
  55. gGridLightIndices[indicesStart + numLights - 1 - lightIdx] = entry.x;
  56. currentIdx = entry.z;
  57. lightIdx++;
  58. }
  59. // Reduce probes
  60. //// First count total number of probes affecting the tile
  61. currentIdx = gProbesLLHeads[cellIdx];
  62. uint numProbes = 0;
  63. while(currentIdx != 0xFFFFFFFF)
  64. {
  65. uint2 entry = gProbesLL[currentIdx];
  66. numProbes++;
  67. currentIdx = entry.y;
  68. }
  69. //// Allocate enough room and remember the offset to indices
  70. InterlockedAdd(gGridDataCounter[1], numProbes, indicesStart);
  71. gGridProbeOffsetAndSize[cellIdx] = uint2(indicesStart, numProbes);
  72. //// Actually write probe indices (reverse order, in order to restore original order since LL was formed in reverse)
  73. currentIdx = gProbesLLHeads[cellIdx];
  74. uint probeIdx = 0;
  75. while(currentIdx != 0xFFFFFFFF)
  76. {
  77. uint2 entry = gProbesLL[currentIdx];
  78. gGridProbeIndices[indicesStart + numProbes - 1 - probeIdx] = entry.x;
  79. currentIdx = entry.y;
  80. probeIdx++;
  81. }
  82. }
  83. };
  84. };